Book Image

Augmented Reality Game Development

By : Micheal Lanham
Book Image

Augmented Reality Game Development

By: Micheal Lanham

Overview of this book

The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokémon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help.
Table of Contents (17 chapters)
Augmented Reality Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Introducing the Game Manager


The Game Manager (GM) will be our overseer and controller for all the major activities in the game. The GM will manage the scene loading or unloading and transitions, as well as many other higher functions we will get into later. The GM will reside in the Game scene, which will be the first scene loaded. Then, as needed, the GM will manage other activity between scenes, as shown in the following diagram:

Overview of the scenes and GameManager activity

We will get the GameManager game object and script set up and running, and that will explain things further. Unfortunately, this will be a very busy chapter, and we won't have much time to review all the code. It is strongly suggested that you take some time to look over the scripts yourself. Now, follow the next instructions to import and set up the GameManager script:

  1. Open up the Game scene by selecting the Assets folder in the Project window and double-clicking on the Game scene.
  2. After the scene loads, create a...